hi all i made a silly patch, that let's you control the volume of an audio signal using [colorRGB], just to illustrate, that audio can be processed on gpu by using gem and puredata. i'd be interested, if someone has a more meaningful application using this approach. people talked about doing convolution on gpu. what does it need to actually do it?
http://romanhaefeli.net/software/pd/dsp_on_gpu.pd roman On Sun, 2007-11-11 at 09:09 -0600, chris clepper wrote: > This chain is essentially the process although a few details prevent > it from actually working properly. > The audio needs to remain in floating point format and pix_texture > and the read back from the screen are integer based. The solution is > to use an offscreen framebuffer object (like gemframebuffer) to create > a floating point rendering environment for the audio. This project > would be best done as a custom object specific to audio rather than > trying to use GEM. > > I don't think this will be very efficient for a single stream of audio > since the data size is so small and the time to read back is so long. > Perhaps it could enable something like computing an FIR on 16 or more > channels at once or doing convolution to emulate an entire mixing > console though. > > On 11/10/07, Roman Haefeli <[EMAIL PROTECTED]> wrote: > audioIn~ > | > [pix_sig2pix~] > | > [pix_texture] > | > [doSomeStuff] > | > [pix_snap] > | > [pix_pix2sig~] > | > audioOut~ > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
